export function  look(people) {
	// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
	// not supported in all browsers though and sometimes needs a prefix, so we need a shim
	window.requestAnimFrame = (function () {
		return window.requestAnimationFrame ||
			window.webkitRequestAnimationFrame ||
			window.mozRequestAnimationFrame ||
			function (callback) {
				window.setTimeout(callback, 1000 / 60);
			};
	})();

	// now we will setup our basic variables for the demo
	var canvas = document.getElementById('canvas'),
		ctx = canvas.getContext('2d'),
		// full screen dimensions
		cw = window.innerWidth,
		ch = window.innerHeight,
		// firework collection
		fireworks = [],
		// particle collection
		particles = [],
		// starting hue
		hue = 120,
		// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
		limiterTotal = 5,
		limiterTick = 0,
		// this will time the auto launches of fireworks, one launch per 80 loop ticks
		timerTotal = 80,
		timerTick = 0,
		mousedown = false,
		// mouse x coordinate,
		mx,
		// mouse y coordinate
		my;

	// set canvas dimensions
	canvas.width = cw;
	canvas.height = ch;

	// now we are going to setup our function placeholders for the entire demo

	// get a random number within a range
	function random(min, max) {
		return Math.random() * (max - min) + min;
	}

	// calculate the distance between two points
	function calculateDistance(p1x, p1y, p2x, p2y) {
		var xDistance = p1x - p2x,
			yDistance = p1y - p2y;
		return Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));
	}

	// create firework
	function Firework(sx, sy, tx, ty) {
		// actual coordinates
		this.x = sx;
		this.y = sy;
		// starting coordinates
		this.sx = sx;
		this.sy = sy;
		// target coordinates
		this.tx = tx;
		this.ty = ty;
		// distance from starting point to target
		this.distanceToTarget = calculateDistance(sx, sy, tx, ty);
		this.distanceTraveled = 0;
		// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
		this.coordinates = [];
		this.coordinateCount = 3;
		// populate initial coordinate collection with the current coordinates
		while (this.coordinateCount--) {
			this.coordinates.push([this.x, this.y]);
		}
		this.angle = Math.atan2(ty - sy, tx - sx);
		this.speed = 2;
		this.acceleration = 1.05;
		this.brightness = random(50, 70);
		// circle target indicator radius
		this.targetRadius = 1;
	}

	// update firework
	Firework.prototype.update = function (index) {
		// remove last item in coordinates array
		this.coordinates.pop();
		// add current coordinates to the start of the array
		this.coordinates.unshift([this.x, this.y]);

		// cycle the circle target indicator radius
		if (this.targetRadius < 8) {
			this.targetRadius += 0.3;
		} else {
			this.targetRadius = 1;
		}

		// speed up the firework
		this.speed *= this.acceleration;

		// get the current velocities based on angle and speed
		var vx = Math.cos(this.angle) * this.speed,
			vy = Math.sin(this.angle) * this.speed;
		// how far will the firework have traveled with velocities applied?
		this.distanceTraveled = calculateDistance(this.sx, this.sy, this.x + vx, this.y + vy);

		// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
		if (this.distanceTraveled >= this.distanceToTarget) {
			createParticles(this.tx, this.ty);
			// remove the firework, use the index passed into the update function to determine which to remove
			fireworks.splice(index, 1);
		} else {
			// target not reached, keep traveling
			this.x += vx;
			this.y += vy;
		}
	}

	// draw firework
	Firework.prototype.draw = function () {
		ctx.beginPath();
		// move to the last tracked coordinate in the set, then draw a line to the current x and y
		ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][1]);
		ctx.lineTo(this.x, this.y);
		ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
		ctx.stroke();

		ctx.beginPath();
		// draw the target for this firework with a pulsing circle
		ctx.arc(this.tx, this.ty, this.targetRadius, 0, Math.PI * 2);
		ctx.stroke();
	}

	// create particle
	function Particle(x, y) {
		this.x = x;
		this.y = y;
		// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
		this.coordinates = [];
		this.coordinateCount = 5;
		while (this.coordinateCount--) {
			this.coordinates.push([this.x, this.y]);
		}
		// set a random angle in all possible directions, in radians
		this.angle = random(0, Math.PI * 2);
		this.speed = random(1, 10);
		// friction will slow the particle down
		this.friction = 0.95;
		// gravity will be applied and pull the particle down
		this.gravity = 1;
		// set the hue to a random number +-20 of the overall hue variable
		this.hue = random(hue - 20, hue + 20);
		this.brightness = random(50, 80);
		this.alpha = 1;
		// set how fast the particle fades out
		this.decay = random(0.015, 0.03);
	}

	// update particle
	Particle.prototype.update = function (index) {
		// remove last item in coordinates array
		this.coordinates.pop();
		// add current coordinates to the start of the array
		this.coordinates.unshift([this.x, this.y]);
		// slow down the particle
		this.speed *= this.friction;
		// apply velocity
		this.x += Math.cos(this.angle) * this.speed;
		this.y += Math.sin(this.angle) * this.speed + this.gravity;
		// fade out the particle
		this.alpha -= this.decay;

		// remove the particle once the alpha is low enough, based on the passed in index
		if (this.alpha <= this.decay) {
			particles.splice(index, 1);
		}
	}



	// draw particle
	Particle.prototype.draw = function () {

		ctx.beginPath();
		// move to the last tracked coordinates in the set, then draw a line to the current x and y
		ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][1]);
		ctx.lineTo(this.x, this.y);
		ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
		ctx.stroke();


	}

	// create particle group/explosion
	function createParticles(x, y) {
		// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
		var particleCount = 30;
		while (particleCount--) {
			particles.push(new Particle(x, y));
		}
	}

	// main demo loop
	function loop() {
		// this function will run endlessly with requestAnimationFrame
		requestAnimFrame(loop);

		// increase the hue to get different colored fireworks over time
		hue += 0.5;

		// normally, clearRect() would be used to clear the canvas
		// we want to create a trailing effect though
		// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
		ctx.globalCompositeOperation = 'destination-out';
		// decrease the alpha property to create more prominent trails
		ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
		ctx.fillRect(0, 0, cw, ch);
		// change the composite operation back to our main mode
		// lighter creates bright highlight points as the fireworks and particles overlap each other
		ctx.globalCompositeOperation = 'lighter';

		var result = people;
		var result1 = window.btoa(encodeURIComponent(result))
		var decodeTxt = decodeURIComponent(window.atob(result1));
		decodeTxt = decodeURI(decodeTxt);
		ctx.font = "50px sans-serif";
		var textData = ctx.measureText(decodeTxt);
		ctx.fillStyle = "rgba(" + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + ",0.3)";
		ctx.fillText(decodeTxt, cw / 2 - textData.width / 2, ch / 2);

		// loop over each firework, draw it, update it
		var i = fireworks.length;
		while (i--) {
			fireworks[i].draw();
			fireworks[i].update(i);
		}

		// loop over each particle, draw it, update it
		var i = particles.length;
		while (i--) {
			particles[i].draw();
			particles[i].update(i);
		}

		// launch fireworks automatically to random coordinates, when the mouse isn't down
		if (timerTick >= timerTotal) {
			if (!mousedown) {
				// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen

				for (var h = 0; h < 50; h++) {
					fireworks.push(new Firework(cw / 2, ch / 2, random(0, cw), random(0, ch)));
				}


				timerTick = 0;
			}
		} else {
			timerTick++;
		}

		// limit the rate at which fireworks get launched when mouse is down
		if (limiterTick >= limiterTotal) {
			if (mousedown) {
				// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
				fireworks.push(new Firework(cw / 2, ch / 2, mx, my));
				limiterTick = 0;
			}
		} else {
			limiterTick++;
		}
	}

	// mouse event bindings
	// update the mouse coordinates on mousemove
	canvas.addEventListener('mousemove', function (e) {
		mx = e.pageX - canvas.offsetLeft;
		my = e.pageY - canvas.offsetTop;
	});

	// toggle mousedown state and prevent canvas from being selected
	canvas.addEventListener('mousedown', function (e) {
		e.preventDefault();
		mousedown = true;
	});

	canvas.addEventListener('mouseup', function (e) {
		e.preventDefault();
		mousedown = false;
	});

	// once the window loads, we are ready for some fireworks!
	window.onload = loop;
}